Jump to content

house2fly

Members
  • Posts

    1223
  • Joined

  • Last visited

  • Days Won

    5

house2fly last won the day on January 25 2019

house2fly had the most liked content!

Reputation

1222 Excellent

About house2fly

  • Rank
    (9) Sorcerer
    (9) Sorcerer

Recent Profile Visitors

2668 profile views
  1. I've seen a couple of turn-based bugs, but from what I see they're known- Kana (or chanters in general) will occasionally not be able to take action and not allow me to progress turns (seemed to happen specifically in the temple of Eothas and the dungeon of Raedric's keep) and occasionally all characters including my party and all enemies will be unable to move (this happened to me repeatedly in the searing falls cave, and once when manually resolving an attack at caed nua) There's also a couple bugs/issues outside of turn-based mode that I thought I'd bring up in case there's room to patch them also. Warden's Lodge description in stronghold menu goes off the side of the UI (attached a pic) Deadfire Pack uniforms have a visual bug on male characters where they don't change color based on your palette and they don't turn transparent when you sneak Company Captain's Hat is invisible when worn by a Mountain Dwarf, possibly other races as well but the mountain dwarf was what I noticed
  2. You can bind it to something in the controller bindings menu. I bound it to Enter, which works quite nicely, at least until I need whatever the original function bound to Enter was...
  3. I'd like to make an item that can turn TB mode on and off to save typing it into the console whenever I want to switch, and I'm wondering if the "SetTacticalMode" console command can be set to an "inspect on use" button (like the one the Ordinary Sword has, that when you inspect it replaces it with the Watcher's Blade). So if you're in turn-based mode you'd use the inspect button and the "settacticalmode disabled" command would take effect and switch you to realtime. I've tried various permutations of trying to script this, but it doesn't seem to be possible to make it happen. I was wondering if anyone here with more technical knowhow had any ideas? Or if by any chance BMac is passing and would know?
  4. The reason it isn't on the Deadfire OST is that it was actually added after release- at launch the boss fights had regular combat music.
  5. The designer decided to make the Port Maje section of the quest have a 50/50 chance to fail. I don't know why either. All I'll say is, thank God for Qwinn123!
  6. Not a massive impact, no. Priest does have the largest number of reactive dialogue options, but I don't think there's anything at all locked behind being a priest specifically.
  7. Dexterity resistance is pretty strong, though I could take or leave Elemental Endurance. Racials are trivial to mod, so maybe that could be replaced with additional AOE/duration with spells, equivalent to 3 or so points of Intellect. Ooh or faster casting
  8. I don't think that should matter; Soul Mind has one statuseffect linked to it so I don't think there's any reason it shouldn't have two. If it's showing up in the tooltip then the statuseffect should be OK; did you create a new character to test it? If you already have a psion in your party then the changes to the ability might not take
  9. I've really wanted to be able to go to SSS earlier since it came out. It defeats the whole point of a combat arena to have it only available at the end of the game! I tried a couple of things to see if I could make it open up after Hasongo instead of Magran's Teeth (mainly messing about with the DLCStartingScripts in the global files) but no joy. If someone can figure out just how to do that I'd be happy
  10. to get the ID of any object in the game (just about) hover the cursor over the object, open the console and type printinstance oei_hovered That'll copy the object's UUID (the long string of letters+numbers) to your clipboard, and you can paste it anywhere you like to save for later. Then you can use the "adding items to a store" tutorial in this subforum to add a lootlist to that object. If you modify an item like a grimoire, it may not reflect the changes- to see if the mod is actually working, type iroll20s in the console to enable cheats, then giveitem (item's debug name or UUID) so to add Aloth's Grimoire you can just type giveitem Aloth_Grimoire and you'll get a copy of it in your stash. That version should have any changes you made
  11. As of my last TB playthrough about a year ago it's still an issue. Splattering the guards doesn't seem to get you enough negative rep to lock you out of anything, at least
  12. Install this mod: https://www.nexusmods.com/pillarsofeternity2/mods/499
  13. Under AttackTargetFilter for the Relentless Torture statuseffect you'll see keyword ID 4cb9e779-269f-42e3-8855-feabb837d50c. Having that keyword in the attacktargetfilter means the statuseffect will only be applied when attacking targets who have statuseffects attached to them with that keyword; that particular ID means "mind affliction". The ID for resolve afflictions is: 1aa8802e-b5cf-4ac2-bd6a-dd619cde4e65. There are more keywords in the gui.gamedatabundle (I think) just search for KeywordGameData
  14. I've been thinking about changing the stats on various ship items, if only so there's more difference between them. The extra items they put in with a free DLC have the exact same stats as other items, eg Ymyran helm and Lurker helm. What's the point of that?! I experimented a bit with chance to be hit (or "hittability" as the code calls it) and if it's low enough the enemy doesn't even bother firing on you and just closes to board. That might be why it's not a visible stat and no equipment changes it? Sounds hard to balance
  15. The StatusEffectManager towards the end of the statuseffects.gamedatabundle might have some answers. The first statuseffect for Overbearing Shot is AttackEnemyOnEvent, and in the manager that effect type has this data: That first UUID points to this And in the gui.stringtable that 3037 is apparently So it manages to fill {0} with "attack targets on successful attack" (attackenemyonevent with eventvalue being OnScoringGraze etc) and {1} with "arbalest weapons".(associated keyword). The coding which tells it to do that isn't exposed, as far as I know.
×
×
  • Create New...